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Overlays for wield and inventory images (#6107)
* Overlays for wield and inventory images
This commit is contained in:
parent
6761e21383
commit
f6a33a1a7a
@ -588,7 +588,11 @@ other. This allows different hardware coloring, but also means that
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tiles with overlays are drawn slower. Using too much overlays might
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cause FPS loss.
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To define an overlay, simply set the `overlay_tiles` field of the node
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For inventory and wield images you can specify overlays which
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hardware coloring does not modify. You have to set `inventory_overlay`
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and `wield_overlay` fields to an image name.
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To define a node overlay, simply set the `overlay_tiles` field of the node
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definition. These tiles are defined in the same way as plain tiles:
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they can have a texture name, color etc.
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To skip one face, set that overlay tile to an empty string.
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@ -4146,7 +4150,9 @@ Definition tables
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{bendy = 2, snappy = 1},
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{hard = 1, metal = 1, spikes = 1}
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inventory_image = "default_tool_steelaxe.png",
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inventory_overlay = "overlay.png", -- an overlay which does not get colorized
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wield_image = "",
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wield_overlay = "",
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palette = "",
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--[[
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^ An image file containing the palette of a node.
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@ -67,7 +67,9 @@ ItemDefinition& ItemDefinition::operator=(const ItemDefinition &def)
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name = def.name;
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description = def.description;
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inventory_image = def.inventory_image;
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inventory_overlay = def.inventory_overlay;
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wield_image = def.wield_image;
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wield_overlay = def.wield_overlay;
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wield_scale = def.wield_scale;
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stack_max = def.stack_max;
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usable = def.usable;
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@ -105,7 +107,9 @@ void ItemDefinition::reset()
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name = "";
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description = "";
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inventory_image = "";
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inventory_overlay = "";
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wield_image = "";
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wield_overlay = "";
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palette_image = "";
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color = video::SColor(0xFFFFFFFF);
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wield_scale = v3f(1.0, 1.0, 1.0);
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@ -159,6 +163,8 @@ void ItemDefinition::serialize(std::ostream &os, u16 protocol_version) const
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if (version >= 4) {
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writeF1000(os, sound_place.pitch);
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writeF1000(os, sound_place_failed.pitch);
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os << serializeString(inventory_overlay);
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os << serializeString(wield_overlay);
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}
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}
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@ -222,6 +228,8 @@ void ItemDefinition::deSerialize(std::istream &is)
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if (version >= 4) {
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sound_place.pitch = readF1000(is);
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sound_place_failed.pitch = readF1000(is);
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inventory_overlay = deSerializeString(is);
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wield_overlay = deSerializeString(is);
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}
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} catch(SerializationError &e) {};
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}
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@ -60,7 +60,9 @@ struct ItemDefinition
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Visual properties
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*/
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std::string inventory_image; // Optional for nodes, mandatory for tools/craftitems
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std::string inventory_overlay; // Overlay of inventory_image.
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std::string wield_image; // If empty, inventory_image or mesh (only nodes) is used
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std::string wield_overlay; // Overlay of wield_image.
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std::string palette_image; // If specified, the item will be colorized based on this
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video::SColor color; // The fallback color of the node.
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v3f wield_scale;
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@ -56,7 +56,9 @@ void read_item_definition(lua_State* L, int index,
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getstringfield(L, index, "name", def.name);
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getstringfield(L, index, "description", def.description);
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getstringfield(L, index, "inventory_image", def.inventory_image);
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getstringfield(L, index, "inventory_overlay", def.inventory_overlay);
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getstringfield(L, index, "wield_image", def.wield_image);
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getstringfield(L, index, "wield_overlay", def.wield_overlay);
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getstringfield(L, index, "palette", def.palette_image);
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// Read item color.
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@ -142,8 +144,12 @@ void push_item_definition_full(lua_State *L, const ItemDefinition &i)
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lua_setfield(L, -2, "type");
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lua_pushstring(L, i.inventory_image.c_str());
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lua_setfield(L, -2, "inventory_image");
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lua_pushstring(L, i.inventory_overlay.c_str());
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lua_setfield(L, -2, "inventory_overlay");
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lua_pushstring(L, i.wield_image.c_str());
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lua_setfield(L, -2, "wield_image");
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lua_pushstring(L, i.wield_overlay.c_str());
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lua_setfield(L, -2, "wield_overlay");
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lua_pushstring(L, i.palette_image.c_str());
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lua_setfield(L, -2, "palette_image");
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push_ARGB8(L, i.color);
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@ -240,13 +240,16 @@ void WieldMeshSceneNode::setCube(const ContentFeatures &f,
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}
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void WieldMeshSceneNode::setExtruded(const std::string &imagename,
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v3f wield_scale, ITextureSource *tsrc, u8 num_frames)
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const std::string &overlay_name, v3f wield_scale, ITextureSource *tsrc,
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u8 num_frames)
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{
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video::ITexture *texture = tsrc->getTexture(imagename);
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if (!texture) {
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changeToMesh(nullptr);
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return;
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}
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video::ITexture *overlay_texture =
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overlay_name.empty() ? NULL : tsrc->getTexture(overlay_name);
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core::dimension2d<u32> dim = texture->getSize();
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// Detect animation texture and pull off top frame instead of using entire thing
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@ -254,36 +257,46 @@ void WieldMeshSceneNode::setExtruded(const std::string &imagename,
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u32 frame_height = dim.Height / num_frames;
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dim = core::dimension2d<u32>(dim.Width, frame_height);
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}
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scene::IMesh *mesh = g_extrusion_mesh_cache->create(dim);
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scene::SMesh *copy = cloneMesh(mesh);
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scene::IMesh *original = g_extrusion_mesh_cache->create(dim);
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scene::SMesh *mesh = cloneMesh(original);
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original->drop();
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//set texture
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mesh->getMeshBuffer(0)->getMaterial().setTexture(0,
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tsrc->getTexture(imagename));
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if (overlay_texture) {
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scene::IMeshBuffer *copy = cloneMeshBuffer(mesh->getMeshBuffer(0));
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copy->getMaterial().setTexture(0, overlay_texture);
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mesh->addMeshBuffer(copy);
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copy->drop();
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}
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changeToMesh(mesh);
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mesh->drop();
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changeToMesh(copy);
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copy->drop();
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m_meshnode->setScale(wield_scale * WIELD_SCALE_FACTOR_EXTRUDED);
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// Customize material
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video::SMaterial &material = m_meshnode->getMaterial(0);
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material.setTexture(0, tsrc->getTextureForMesh(imagename));
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material.TextureLayer[0].TextureWrapU = video::ETC_CLAMP_TO_EDGE;
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material.TextureLayer[0].TextureWrapV = video::ETC_CLAMP_TO_EDGE;
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material.MaterialType = m_material_type;
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material.setFlag(video::EMF_BACK_FACE_CULLING, true);
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// Enable bi/trilinear filtering only for high resolution textures
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if (dim.Width > 32) {
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material.setFlag(video::EMF_BILINEAR_FILTER, m_bilinear_filter);
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material.setFlag(video::EMF_TRILINEAR_FILTER, m_trilinear_filter);
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} else {
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material.setFlag(video::EMF_BILINEAR_FILTER, false);
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material.setFlag(video::EMF_TRILINEAR_FILTER, false);
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}
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material.setFlag(video::EMF_ANISOTROPIC_FILTER, m_anisotropic_filter);
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// mipmaps cause "thin black line" artifacts
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// Customize materials
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for (u32 layer = 0; layer < m_meshnode->getMaterialCount(); layer++) {
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video::SMaterial &material = m_meshnode->getMaterial(layer);
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material.TextureLayer[0].TextureWrapU = video::ETC_CLAMP_TO_EDGE;
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material.TextureLayer[0].TextureWrapV = video::ETC_CLAMP_TO_EDGE;
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material.MaterialType = m_material_type;
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material.setFlag(video::EMF_BACK_FACE_CULLING, true);
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// Enable bi/trilinear filtering only for high resolution textures
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if (dim.Width > 32) {
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material.setFlag(video::EMF_BILINEAR_FILTER, m_bilinear_filter);
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material.setFlag(video::EMF_TRILINEAR_FILTER, m_trilinear_filter);
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} else {
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material.setFlag(video::EMF_BILINEAR_FILTER, false);
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material.setFlag(video::EMF_TRILINEAR_FILTER, false);
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}
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material.setFlag(video::EMF_ANISOTROPIC_FILTER, m_anisotropic_filter);
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// mipmaps cause "thin black line" artifacts
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#if (IRRLICHT_VERSION_MAJOR >= 1 && IRRLICHT_VERSION_MINOR >= 8) || IRRLICHT_VERSION_MAJOR >= 2
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material.setFlag(video::EMF_USE_MIP_MAPS, false);
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material.setFlag(video::EMF_USE_MIP_MAPS, false);
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#endif
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if (m_enable_shaders) {
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material.setTexture(2, tsrc->getShaderFlagsTexture(false));
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if (m_enable_shaders) {
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material.setTexture(2, tsrc->getShaderFlagsTexture(false));
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}
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}
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}
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@ -308,8 +321,11 @@ void WieldMeshSceneNode::setItem(const ItemStack &item, Client *client)
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// If wield_image is defined, it overrides everything else
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if (!def.wield_image.empty()) {
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setExtruded(def.wield_image, def.wield_scale, tsrc, 1);
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setExtruded(def.wield_image, def.wield_overlay, def.wield_scale, tsrc,
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1);
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m_colors.emplace_back();
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// overlay is white, if present
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m_colors.emplace_back(true, video::SColor(0xFFFFFFFF));
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return;
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}
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@ -335,14 +351,23 @@ void WieldMeshSceneNode::setItem(const ItemStack &item, Client *client)
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}
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case NDT_PLANTLIKE: {
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setExtruded(tsrc->getTextureName(f.tiles[0].layers[0].texture_id),
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tsrc->getTextureName(f.tiles[0].layers[1].texture_id),
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def.wield_scale, tsrc,
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f.tiles[0].layers[0].animation_frame_count);
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// Add color
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const TileLayer &l0 = f.tiles[0].layers[0];
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m_colors.emplace_back(l0.has_color, l0.color);
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const TileLayer &l1 = f.tiles[0].layers[1];
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m_colors.emplace_back(l1.has_color, l1.color);
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break;
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}
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case NDT_PLANTLIKE_ROOTED: {
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setExtruded(tsrc->getTextureName(f.special_tiles[0].layers[0].texture_id),
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def.wield_scale, tsrc,
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"", def.wield_scale, tsrc,
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f.special_tiles[0].layers[0].animation_frame_count);
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// Add color
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const TileLayer &l0 = f.special_tiles[0].layers[0];
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m_colors.emplace_back(l0.has_color, l0.color);
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break;
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}
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case NDT_NORMAL:
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@ -376,10 +401,12 @@ void WieldMeshSceneNode::setItem(const ItemStack &item, Client *client)
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}
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return;
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}
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if (!def.inventory_image.empty()) {
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setExtruded(def.inventory_image, def.wield_scale, tsrc, 1);
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else if (!def.inventory_image.empty()) {
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setExtruded(def.inventory_image, def.inventory_overlay, def.wield_scale,
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tsrc, 1);
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m_colors.emplace_back();
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// overlay is white, if present
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m_colors.emplace_back(true, video::SColor(0xFFFFFFFF));
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return;
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}
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@ -456,24 +483,38 @@ void getItemMesh(Client *client, const ItemStack &item, ItemMesh *result)
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// If inventory_image is defined, it overrides everything else
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if (!def.inventory_image.empty()) {
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mesh = getExtrudedMesh(tsrc, def.inventory_image);
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mesh = getExtrudedMesh(tsrc, def.inventory_image,
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def.inventory_overlay);
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result->buffer_colors.emplace_back();
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// overlay is white, if present
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result->buffer_colors.emplace_back(true, video::SColor(0xFFFFFFFF));
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// Items with inventory images do not need shading
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result->needs_shading = false;
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} else if (def.type == ITEM_NODE) {
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if (f.mesh_ptr[0]) {
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mesh = cloneMesh(f.mesh_ptr[0]);
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scaleMesh(mesh, v3f(0.12, 0.12, 0.12));
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postProcessNodeMesh(mesh, f, false, false, nullptr,
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&result->buffer_colors);
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} else {
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switch (f.drawtype) {
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case NDT_PLANTLIKE: {
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mesh = getExtrudedMesh(tsrc,
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tsrc->getTextureName(f.tiles[0].layers[0].texture_id));
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tsrc->getTextureName(f.tiles[0].layers[0].texture_id),
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tsrc->getTextureName(f.tiles[0].layers[1].texture_id));
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// Add color
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const TileLayer &l0 = f.tiles[0].layers[0];
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result->buffer_colors.emplace_back(l0.has_color, l0.color);
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const TileLayer &l1 = f.tiles[0].layers[1];
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result->buffer_colors.emplace_back(l1.has_color, l1.color);
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break;
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}
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case NDT_PLANTLIKE_ROOTED: {
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mesh = getExtrudedMesh(tsrc,
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tsrc->getTextureName(f.special_tiles[0].layers[0].texture_id));
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tsrc->getTextureName(f.special_tiles[0].layers[0].texture_id), "");
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// Add color
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const TileLayer &l0 = f.special_tiles[0].layers[0];
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result->buffer_colors.emplace_back(l0.has_color, l0.color);
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break;
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}
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case NDT_NORMAL:
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@ -484,6 +525,9 @@ void getItemMesh(Client *client, const ItemStack &item, ItemMesh *result)
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mesh = cloneMesh(cube);
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cube->drop();
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scaleMesh(mesh, v3f(1.2, 1.2, 1.2));
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// add overlays
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postProcessNodeMesh(mesh, f, false, false, nullptr,
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&result->buffer_colors);
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break;
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}
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default: {
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@ -507,6 +551,10 @@ void getItemMesh(Client *client, const ItemStack &item, ItemMesh *result)
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material1.setTexture(3, material2.getTexture(3));
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material1.MaterialType = material2.MaterialType;
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}
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// add overlays (since getMesh() returns
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// the base layer only)
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postProcessNodeMesh(mesh, f, false, false, nullptr,
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&result->buffer_colors);
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}
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}
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}
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@ -524,36 +572,49 @@ void getItemMesh(Client *client, const ItemStack &item, ItemMesh *result)
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rotateMeshXZby(mesh, -45);
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rotateMeshYZby(mesh, -30);
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postProcessNodeMesh(mesh, f, false, false, nullptr, &result->buffer_colors);
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}
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result->mesh = mesh;
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}
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scene::SMesh *getExtrudedMesh(ITextureSource *tsrc, const std::string &imagename)
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scene::SMesh *getExtrudedMesh(ITextureSource *tsrc,
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const std::string &imagename, const std::string &overlay_name)
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{
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// check textures
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video::ITexture *texture = tsrc->getTextureForMesh(imagename);
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if (!texture) {
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return nullptr;
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return NULL;
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}
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video::ITexture *overlay_texture =
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(overlay_name.empty()) ? NULL : tsrc->getTexture(overlay_name);
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// get mesh
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core::dimension2d<u32> dim = texture->getSize();
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scene::IMesh *original = g_extrusion_mesh_cache->create(dim);
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scene::SMesh *mesh = cloneMesh(original);
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original->drop();
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// Customize material
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video::SMaterial &material = mesh->getMeshBuffer(0)->getMaterial();
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material.setTexture(0, tsrc->getTexture(imagename));
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material.TextureLayer[0].TextureWrapU = video::ETC_CLAMP_TO_EDGE;
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material.TextureLayer[0].TextureWrapV = video::ETC_CLAMP_TO_EDGE;
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material.setFlag(video::EMF_BILINEAR_FILTER, false);
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material.setFlag(video::EMF_TRILINEAR_FILTER, false);
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material.setFlag(video::EMF_BACK_FACE_CULLING, true);
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material.setFlag(video::EMF_LIGHTING, false);
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material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
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//set texture
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mesh->getMeshBuffer(0)->getMaterial().setTexture(0,
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tsrc->getTexture(imagename));
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if (overlay_texture) {
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scene::IMeshBuffer *copy = cloneMeshBuffer(mesh->getMeshBuffer(0));
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copy->getMaterial().setTexture(0, overlay_texture);
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mesh->addMeshBuffer(copy);
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copy->drop();
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}
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// Customize materials
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for (u32 layer = 0; layer < mesh->getMeshBufferCount(); layer++) {
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video::SMaterial &material = mesh->getMeshBuffer(layer)->getMaterial();
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material.TextureLayer[0].TextureWrapU = video::ETC_CLAMP_TO_EDGE;
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material.TextureLayer[0].TextureWrapV = video::ETC_CLAMP_TO_EDGE;
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material.setFlag(video::EMF_BILINEAR_FILTER, false);
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material.setFlag(video::EMF_TRILINEAR_FILTER, false);
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material.setFlag(video::EMF_BACK_FACE_CULLING, true);
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material.setFlag(video::EMF_LIGHTING, false);
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material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
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}
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scaleMesh(mesh, v3f(2.0, 2.0, 2.0));
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return mesh;
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@ -78,8 +78,8 @@ public:
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virtual ~WieldMeshSceneNode();
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void setCube(const ContentFeatures &f, v3f wield_scale);
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void setExtruded(const std::string &imagename, v3f wield_scale,
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ITextureSource *tsrc, u8 num_frames);
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void setExtruded(const std::string &imagename, const std::string &overlay_image,
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v3f wield_scale, ITextureSource *tsrc, u8 num_frames);
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void setItem(const ItemStack &item, Client *client);
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// Sets the vertex color of the wield mesh.
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@ -125,7 +125,8 @@ private:
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void getItemMesh(Client *client, const ItemStack &item, ItemMesh *result);
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scene::SMesh *getExtrudedMesh(ITextureSource *tsrc, const std::string &imagename);
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scene::SMesh *getExtrudedMesh(ITextureSource *tsrc, const std::string &imagename,
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const std::string &overlay_name);
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/*!
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* Applies overlays, textures and optionally materials to the given mesh and
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Reference in New Issue
Block a user